Have a good look around their newly spruced web-site to learn more of their projects. I'm especially excited to be involved with the "Game for Helen" project. And again, visit their Facebook page to see photos of the recent Accessible Gaming Roadshows.
Computer Shopper: Disabled People Prescribed Gaming
PopCap Games Study: Casual Video Games Demonstrate Ability to Relieve Stress, Improve Mood: Potential Clinical Significance Highlighted
Eelke Folmer: Statistical Research
Via: IGDA GASIG Mailing List
More than one fifth of casual gamers have a “physical, mental or developmental disability” according to a new survey commissioned by PopCap.
The research, carried out by the Information Solutions Group, involved responses from 13,296 casual gamers, and also found that only 26 per cent of disabled casual gamers were said to play traditional video games.
Depression, ADD / ADHA and Rheumatoid Arthritis / Osteoarthritis ranked as the most common types of conditions amongst casual gamers.
The study found that those with disabilities typically play casual games more frequently and longer than non-disabled consumers, and find the benefits to include stress release, mood lifting, and "distraction".
"Games like Bejeweled and Peggle, with simple controls that are also mentally challenging and engaging are ideal for me, because my mind moves as quickly as the next guy's but I type with a mouth-stick," noted 58-year-old Gary Robinson, who is described as having "severe physical disabilities."
"In some ways, games like these are the greatest thing that's appeared on the computer scene for people like me," he added.
The topline data from the report was as follows:
Most Common Disabilities Physical (46% overall)
+ Rheumatoid Arthritis/Osteoarthritis (14%)
+ Fibromyalgia (11%)
+ Multiple Sclerosis (7%)
Mental (29% overall)
+ Moderate/Severe Depression (41%)
+ Bipolar Disorder (16%)
+ Anxiety Disorder (15%)
Developmental/Learning (25% overall)
+ ADD/ADHD (46%)
+ Autism (15%)
+ Dyslexia (11%)
Most Common Perceived Benefits Physical
+ Stress relief (84%)
+ Distraction from disability issues (73%)
+ Stress relief (87%)
+ Mood-lifting (78%)
+ Improved concentration (79%)
+ Improved coordination/manual dexterity (73%)
Via: CasualGaming.biz and Ernest Adams
Atari found themselves ahead of their time, and ahead of available technology. Gamers complained of head-aches as they strained to play the games with any accuracy, leading to the technology being ditched.
YouTube Videos: MindLink, Telepathy.
Assignment Details: This design challenge comes from Brandon Sheffield of Game Developer magazine and Gamasutra.com, and his assignment details are extremely minimal.
Design a one-button FPS game.
the game idea
the game mechanic
the target audience
why your game will be addictively fun.
Succinct ideas will be highly favoured! Can you describe all this in only a few sentences?
Remember, the businessmen and women in the game industry don't want to read a hundred-page design document.
Get to the point. Sheffield will weigh in on the results. (Hint: Click here to find out what kinds of themes and styles he might be into.)
To Submit: The forum is the place to go to ask questions, discuss ideas, and kvetch about this particular challenge. Send your answers to firstname.lastname@example.org with the subject line "Design Challenge: One Button."
Entries must be submitted by June 18, 2008. Be sure to include your full name and school affiliation or job title.
Please try to keep your answers to 500 words or fewer -- and remember that part of this particular challenge is delivering a great idea succinctly. "
The responses for this challenge will appear the week of June 23, 2008. "
"Despite the advances in user interfaces and the new gaming genres, not all people can play all games - disabled people are frequentlyexcluded from game play experiences. On the one hand this adds to the list of discriminations disabled people face in our society, while on the other hand actively including them potentially results in games that are better for everyone. The largest hurdle to involvement is the user interface, or how a player interacts with the game. Analyzing usability and adhering to accessibility design principles makes it both possible and practical to develop fun and engaging game user interfaces that a broader range of the population can play. To demonstrate these principles we created AudiOdyssey, a PC rhythm gamethat is accessible to both sighted and non-sighted audiences. By following accessibility guidelines we incorporated a novel combinationof features resulting in a similar play experience for both groups. Testing AudiOdyssey yielded useful insights into which interface elements work and which don't work for all users. Finally a case is made for considering accessibility when designing future versions of gaming user interfaces, and speculative scenarios are presented for what such interfaces might look like."
The controller can be preordered right now for £70.85 delivered (about $140), with a shipping target of 8-10 weeks. A portion of all proceeds goes towards Children’s Hospital and Veterans Affairs Medical Centers."
Great work! More on one handed controllers at the Accessible Gaming Shop.
The International Game Developers Association (IGDA) Game Accessibility Special Interest Group (GA-SIG) and 7-128 Software are pleased to announce the release of the Accessible Learning through Entertainment and Recreation Tools (ALERT) Project.
The ALERT Project is a free on-line service for people searching for free or low-cost accessible computer games suitable for learning or rehabilitative environments. The service provides the following information:
- Where to get those games for free or at low cost
- What to look for in selecting those games, quickly, and with fewer costly mistakes
- How to apply those games to learning objectives
- Who to go to for free help
This information will be updated over the course of 2008 with a growing series of "How To" articles written by Eleanor Robinson, former college instructor and current game developer.
The ALERT Project is a result of information requests about available resources from educators to the IGDA GA-SIG and to 7-128 Software.
Hinn is one of the Accessibility Experts who have volunteered to answer questions related to accessible games. Other IGDA GA-SIG members who are Accessibility Experts working with 7-128 Software include: Reid Kimball, Barrie Ellis, Mark Barlet, Thomas Westin, Eelke Folmer, and John Bannick, CTO of 7-128 Software.
"With the ALERT Project, we've tried to answer the plea of school psychologists, special education teachers, geriatric care managers, and similar professionals who want to use computer games with their students and patients but don't know where to start," said Bannick.
The ALERT Project is available without cost or registration at www.7128.com
Labels: Press Release